quick-play rules - Usagi3

more lightning bolts is your character's attack range. The diagram at ... Next, choose the map you like and lay it between ... Set your characters up along your edge of the map. ... but does have a picture (furniture, for example), you have to stop.
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Spider-sense

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tingling! TM

of you chooses characters that add up to 100 points, or as close as possible. Don’t worry about who should be on the same team right now. Just try to get as close to 100 points as possible using the characters available without going over. Set your characters up along your edge of the map. Make sure they’re no more than 2 squares away from your edge, and at least 4 squares away from the left and right edges. As shown on the right. Click the figure’s dial so the green line is on the left side of the “L”-shaped window. That’s the starting position.

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Start Playing

QUICK-PLAY RULES “It’s Clobberin’ Time!”

Check Out the Dial Pick up a character and look at the base. Turn the dial underneath and feel how it clicks into place with each turn. Turning the dial represents how your characters get hurt as they fight. Each click on the dial shows a set of numbers on the top of the base. These numbers change every time the character gets hit by an attack. The numbers usually get lower (worse), but sometimes they get higher (better). After all, Hulk gets stronger the madder he gets.

Roll 2 dice and add the results together. The player who gets the higher number is the first player. If you tie, roll again. You and your opponent take turns giving actions to your characters. Each turn is one action taken by one character. When you give a character an action, you’ve got four choices: move, close combat, ranged combat, and pass.

Starting Position

Range (Lightning Bolts: number of attacks)

Speed

You can see the numbers through the “L”-shaped window on the top of the base. The top number, next to the boot or wing symbol, is a character’s movement number. The second number, next to the fist icon, is attack. The third number, next to the shield, is defense. The fourth number, next to the blast icon (on the crook of the “L”), is damage. The number next to one or more lightning bolts is your character’s attack range.

Damage Attack

When you give a character any action besides pass, mark that character with a token—you can use a penny or any small item that’s handy. The token tells you the character has acted and can’t act again. On your next turn, you can either give an action to a different character or take a pass action. If you give another character an action, move the token to that character. The first character is now free to act. If you pass, take the token off the character and set it off to the side of the map. When you’re done with your action, your turn ends and it’s your opponent’s turn. Alternate turns throughout the game.

The diagram at the right explains the other symbols on the base.

MOVE

In the “L”-shaped window you will also see colors behind the numbers. The colors represent super powers, which are explained on the Super Powers Card. Not all of the powers will work with these quick-play rules—just ignore the ones that don’t make sense right now. We’ll explain them in the complete rulebook.

Damage Defense Super Power Super Power (Ranged combat expert) (Barrier)

So now, let’s get started!

Look at the point values of the characters you’ve got. Each

A move action lets you move your character around the map. The number next to the boot or wing icon tells you how many squares your character can move. You can move straight or diagonally. You can’t move through a thick black line. This is called Blocking Terrain. When you move into a square that doesn’t have black lines, but does have a picture (furniture, for example), you have to stop. These squares are called Hindering Terrain. You can start moving again next turn.

Set Up your characters Find a friend and sit across from each other at a table or on the floor, about 3 feet apart. Next, choose the map you like and lay it between you and your friend. That’s the scene where your characters are going to duke it out.

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Defense

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Kingpin

Hydra MedicTM

BullseyeTM TM

Constrictor

Characters with a wing icon instead of a boot can fly. These characters are mounted on clear plastic stands. Flying characters don’t need to worry about black lines or objects on the ground. They can fly right over them.

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1

2

Flying characters don’t have to land at the end of their movement—they can just keep soaring. Move the little peg on the stand up or down to show whether the character is soaring or landed at the end of the move.

Take that total and compare it to your target’s defense number (next to the shield). If the attack total is equal to or higher than the defense number, your attack hit. Skip to Taking Damage for what to do next.

soaring

Sometimes, a power tells you to take a move action, but not to move. This means that you need to spend an action to use a power, but the power just happens. In that case, use the power and don’t move your character. That’s your action.

If the attack total is lower than the defense number, you missed and your action is done.

CLOSE COMBAT

Sometimes, a power tells you to take a ranged combat action, but the result is a special effect. This means that you need to spend an action to use a power. You have to be some distance away from the character you want to use the power on, and you have to roll the dice to make the power work, as if you were attacking.

hovering

A close combat action represents up-close, hand-to-hand fighting. Your character has to be in a square directly next to an opposing character to make a close combat attack. This is called being adjacent.

PASS TM

Whirlwind

Note that soaring characters and non-soaring characters can’t make close combat attacks against each other. They’re too far away. When you make a close combat attack, roll 2 dice and add the results together. Next, add the attack number on the attacker’s dial (next to the fist). Compare that total to your target’s defense number (next to the shield). If the attack total is equal to or higher than the defense number, your attack hit. Skip to Taking Damage for what to do next.

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Scarlet Witch

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Firelord

FirelordTM is adjacent to WhirlwindTM (indicated with orange) . Scarlet WitchTM is not adjacent to either character (Incicated with red).

If the attack total is lower than the defense number, you missed and your action is done.

RANGED COMBAT

When all you see through the “L”-shaped window is “KO,” the character is defeated. Take the figure off the map.

A ranged combat action represents fighting at a distance with guns, energy blasts, or thrown objects. A character can’t make a ranged combat attack if he or she is standing next to (adjacent to) an opposing character.

Draw an imaginary line from the center of the attacking character’s square to the center of the target’s square. If the line goes through a square that has another character or a thick black line in the way, you can’t make the shot. Otherwise, ranged combat works like close combat. Roll 2 dice and add the results together. Then add the attack number on the attacker’s dial (next to the fist).

Taking Damage When a close combat or ranged attack hits the target, look at the damage number on the attacking character’s dial (next to the blast). Pick up the target figure and click the target’s dial in a clockwise direction a number of times equal to the damage number. This is called “clicks of damage.” Remember, the attacker might have a power that increases clicks of damage. The target might also have a power that reduces clicks of damage. Check for these increases or decreases before you click a character too many times or too few!

Sometimes, a power tells you to take a close combat action, but the result is a special effect. This means that you need to spend an action to use a power. You have to be right next to the character you want to use the power on, and you have to roll the dice to make the power work, as if you were attacking.

Look at the number next to the lightning bolts on your character’s base. If the number is 0, your character doesn’t have a ranged attack and can’t take a ranged combat action. If it’s greater than 0, then that number tells you how many squares your attack can cross. Count squares for ranged combat the same way you would for movement. A character can attack in any direction, regardless of the direction he is facing.

When you can’t take an action or don’t want to take an action, you can pass. None of your characters can move, attack, or use any power that takes an action when you pass. Be sure to remove the action token from your character.

the End of the Game TM

Wolverine

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Spider-man

The game ends when you’ve been playing for 50 minutes or when all of one player’s characters are defeated. Add up the point values of every character your force defeated. Add the points of any of your characters who are still on the map. Whoever has the most points wins!

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Boomerang

2 Boomerang can make a range attack against Spider-Man but can’t against Wolverine because his attack would cross a thick black line.

This is only the beginning. You can get started with these rules, but the game has a lot more to offer. Play a couple of times with these rules, and when you’re ready, look through the complete rules for more action!

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© 2002 WizKids, LLC. MAGE KNIGHT and MAGE KNIGHT UNLIMITED are trademarks of WIZKIDS, LLC. All rights reserved.

© 2002 WizKids, LLC. HeroClix, HeroClix: Infinity Challenge, the HeroClix logo and the WizKids logo are trademarks of WizKids, LLC. All rights reserved. Patent pending. Marvel and all related characters and the distinctive likenesses thereof are trademarks of Marvel Characters, Inc., and are used with permission. Copyright © 2002 Marvel Characters, Inc. All rights reserved.